Wowhead's Patch 4.3 Guide

4.3 just went live, so we've released an extensive guide to help get you started! From innovative dungeons and raids to vanity features like Transmogrification, there's something for everyone's playstyle. After the daily quest grind and reused content in Firelands, 4.3 is a welcome contrast--it's shaping up to truly be unique and epic as the final showdown with Deathwing draws near.

Below, you'll find consolidated versions of all of our 4.3 feature coverage, as well as patch notes, Dungeon Journals, and loot tables. Big thanks to Perculia for covering many of the 4.3 features, Krelumian for his awesome video, and Neutronimity for helping with the coding.

Our Patch 4.3 Overview Video

Patch Notes & Class Changes Overview

4.3 is hitting live today, so it's time to review the patch notes and see what changes are happening. We've got the patch notes collapsed below, as well as Ghostcrawler's explanations for all the class changes and an overview of general additions.

Notable changes not explained by GC: New Legendary item for Rogues: Fangs of the Father.

Three new dungeons and a new 10/25 player raid, Dragon Soul.

Transmogrification: This new feature allows players to customize their gear like never before: copying the appearance of one magical item onto another.

Void Storage: In addition to the bank, players will now have access to a new "deep storage" system, allowing characters to free bag space by setting aside coveted gear.

Raid Finder: This new grouping feature allows players to quickly and easily form a pick-up raid for a specially tuned version of the current tier of endgame content: the Dragon Soul raid.

Darkmoon Faire: The Faire has been radically revamped with many new prizes and quests.

Bag Search: A search field has been added to allow players to search bag, bank, guild bank, and Void Storage inventories for specific items.

The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%.

In Zul'Aman and Zul'Gurub, players only need to kill two of the initial four bosses to proceed.

Guilds with inactive guild leaders can now usurp the leader under specific conditions.

Updated November 29, 3:00am PST

Additional patch 4.3 content and support information can be found here.
Notes for all World of Warcraft patches can be found here.

In the wake of the Cataclysm, Azeroth's champions rose up to thwart the forces of the maddened black Dragon Aspect, Deathwing. Thus far the world's defenders have shattered the power base of the Twilight's Hammer cult and defeated the raging elemental lords Al'Akir and Ragnaros. Yet despite these victories, as long as Deathwing is free to pursue his twisted goals, Azeroth will remain under threat.

No one is more aware of this fact than the great Dragon Aspects Alexstrasza, Nozdormu, Ysera, and Kalecgos. Together with the wise shaman Thrall, they have devised a plan to vanquish Deathwing with a weapon of his own design: the infamous Dragon Soul.

In patch 4.3, Thrall and the noble Aspects will call upon the Horde and the Alliance to help them retrieve the artifact--no longer in existence--from the distant past. Those brave enough to face the challenge will embark on a perilous journey from Azeroth's apocalyptic End Time to the Dragon Soul's point of origin during the catastrophic War of the Ancients. If the heroes succeed, an even more harrowing battle awaits them in the present....

Table of Contents

Click a link to be taken directly to the corresponding section of the patch notes.

This new 5-player Heroic dungeon sets the final stage by bringing players face-to-face with the Twilight’s Hammer in present-day Dragonblight, where Thrall and the Dragon Soul must be safely escorted to Wyrmrest Temple so that the assault on Deathwing can commence.

Players have the opportunity to take the fight to Wyrmrest Temple and beyond, assisting Thrall and the Dragon Aspects as they seek to bring an end to the Black Dragonflight once and for all. 10- and 25-person raids will get to take on Deathwing himself, with three levels of difficulty to consider and epic gear to claim.

New Baradin Hold boss: Alizabal

Alizabal presents an all-new boss challenge to player in 10- and 25-player arrangements who control Tol Barad. This boss will be available with the start of Season 11, one week after the release of patch 4.3.

The most deadly and experienced rogues will play a central role in the fate of the world the rogue’s way: by manipulating key events from the shadows. Players will travel across continents to accomplish crucial missions of reconnaissance, burglary, infiltration and, of course, assassination. Rogues who succeed will receive a paired set of daggers that will become increasingly lethal as their bearer progresses along the legendary quest. At the height of their strength, they will be imbued with the vile essence of the Old Gods, as well as the maddened fury of the Black Dragonflight -- bestowing great power upon their bearer. These powers include a stacking increase to Agility which builds until dark wings unfurl from the rogue’s back, removing the combo point cost and increasing damage of finishing moves for a short time. In addition, the wings which can be spread on command (with no combat benefit) to slow a rapid descent, allowing the rogue to slowly fall to the ground… or enact a little death from above!

This new feature allows players to customize their gear like never before: copying the appearance of one magical item onto another.. You’ll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar.

In addition to the bank, players will now have access to a new "deep storage" system, allowing characters to free bag space by setting aside coveted gear. You'll find Transmogrification, Void Storage, and Reforging vendors in Cathedral Square, Stormwind and The Drag, Orgrimmar.

Reforging

The former Reforging vendors have been... retired. The ethereals have chosen to take over the business and joined their Transmogrification and Void Storage service providers. You'll find them in Cathedral Square, Stormwind and The Drag, Orgrimmar.

Darkmoon Faire

Make your way to Darkmoon Island during the first week of every month to take in the new Darkmoon Faire, complete with new quests, shows, games, recipes, toys, balloons, souvenirs, snacks, beverages, achievements, and titles.

Improved Outland & Northrend Quest Flow

The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%.

Many Group quests in Outland and Northrend have been re-tuned to allow players to complete them solo. They are no longer labeled as Group quests.

Relevant questgivers have been moved into Outland and Northrend dungeons. The majority of dungeon quests for these zones are now available from within their respective dungeons.

Vengeance for Protection warriors, Protection paladins, Blood death knights, and Feral druids has been redesigned slightly. It no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken by the tank generates Vengeance equal to 33% of the damage taken by that attack. In addition, as it updates periodically during the fight, it's always set to at least 33% of the damage taken by the tank in the last 2 seconds. It still climbs from that point at the rate it did previously, still decays when damage is not taken, and still cannot exceed a maximum based on the health and Stamina of the tank.

Threat generated by classes in active tanking modes has been increased to 500% damage done, up from 300%. This applies to druids in Bear Form, death knights in Blood Presence, warriors in Defensive Stance, and paladins with Righteous Fury active.

Spells which have an effect broken by taking damage past a threshold (Entangling Roots, Fear, Frost Nova, etc.) now count damage that was prevented by damage absorbs or other damage reducing effects.

Buffs

All raid and party buffs which grant group members 10% increased attack power have been changed slightly. They continue to provide 10% increased ranged attack power, but now provide 20% increased melee attack power.

Abomination's Might: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.

Blessing of Might: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.

Runescroll of Might: The melee attack power bonus from this consumable has been increased to 16%, up from 8%. The ranged attack power bonus remains 8%.

Trueshot Aura: The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.

Unleashed Rage: The melee attack power bonus from this raid buff has been increased to 10/20%, up from 5/10%. The ranged attack power bonus remains 5/10%.

Death Strike now heals the death knight whether or not the attack misses, or is dodged/parried. As a result of this change, Death Strike no longer refunds its rune cost if it fails to hit the target, as the death knight will still receive the healing effect.

Blood Presence now provides an armor bonus of 55%, up from 30%.

Death Knight pets now properly inherit their master’s crit and spell penetration stats.

Talent Specializations

Blood

Blade Barrier has been redesigned. It now passively reduces damage taken.

Bone Shield now has 6 charges, up from 4.

Veteran of the Third War now reduces the cooldown of Outbreak by 30 seconds.

Unholy

The gargoyle called by Summon Gargoyle should exclusively use its ranged attack regardless of range to the target.

Holy Radiance now has a 3.0-second cast time, no cooldown, and requires a player target. That target is imbued with Holy Radiance, which heals them and all group members within 10 yards instantly, and continues to heal them by a smaller amount every 1 second for 3 seconds.

Seal of Insight, when Judged, no longer returns 15% base mana to the paladin. Judging Seal of Insight still causes damage, and melee attacks will still restore 4% of base mana.

Seal of Truth, when Judged, now benefits from a multiplier of 20% per stack of Censure, up from 10%.

Talent Specializations

Holy

Clarity of Purpose now also reduces the cast time of Holy Radiance.

Illuminated Healing (mastery) now also applies to Holy Radiance.

Infusion of Light now applies its cast time reduction from Holy Shock critical effects to Holy Radiance, in addition to its current effects.

In addition to providing haste, the effect from Judgements of the Pure now increases mana regeneration from Spirit by 10/20/30% for 60 seconds.

Light of Dawn now affects 6 targets (base effect), up from 5.

Paragon of Virtue now lowers the cooldown of Divine Protection by 15/30 seconds, up from 10/20 seconds.

Speed of Light no longer triggers from Holy Radiance and no longer lowers the Holy Radiance cooldown. Speed of Light now only triggers from Divine Protection.

Tower of Radiance, in addition to its current effects, now also causes Holy Radiance to always generate 1 charge of Holy Power at all times.

Beacon of Light is triggered by Word of Glory, Holy Shock, Flash of Light, Divine Light and Light of Dawn at 50% transference and Holy Light at 100% transference. It does not transfer Holy Radiance, Protector of the Innocent or other sources of healing.

Retribution

Sanctified Retribution now increases the critical hit chance of Hammer of Wrath by 2/4/6%, down from 20/40/60%.

Two-Handed Weapon Specialization (passive) now increases damage by 25%, up from 20%.

Glyphs

Glyph of Light of Dawn now lowers the number of targets to 4, instead of increasing targets to 6, but increases healing by 25%.

Flametongue Weapon no longer increases spell damage. It now increases all non-physical damage done by the wielder by 5%.

Lightning Bolt has a new spell effect.

Wind Shear’s base cooldown has been adjusted to 15 seconds, up from 6 seconds.

Talent Specializations

Elemental

Call of Flame no longer causes Fire Nova to extend the duration of Flame Shock.

Earthquake damage has been increased by roughly 75%.

Elemental Fury now removes the cooldown from Chain Lightning.

Reverberation now reduces the cooldown of Wind Shear by 5/10 seconds, up from 0.5/1 second.

Shamanism now increases the spell power benefit to Lightning Bolt, Lava Burst, and Chain Lightning by 36%, up from 32%.

Fire Elemental now benefits from 55% of its master’s spell power, up from 50%

Enhancement

Improved Lava Lash now causes Lava Lash to spread a Flame Shock debuff from the target to up to 4 nearby targets. This excludes crowd-controlled targets and those who already have a Flame Shock debuff from the shaman.

Improved Lava Lash no longer increases base Lava Lash damage by 15/30%. This increase has been rolled into the base Lava Lash skill.

Mental Quickness has been redesigned. Instead of granting the shaman spell power, Mental Quickness now causes Enhancement shaman spells to behave as though the shaman has spell power equal to 55% of attack power. Enhancement shaman spells no longer benefit from spell power from other sources.

Maelstrom Weapon can now also proc from fully absorbed melee attacks.

Restoration

Ancestral Healing now also causes the shaman's heals to increase the target's maximum health by 5/10% of the amount healed, up to a maximum of 10% of the target's maximum health, for 15 seconds. This effect does not stack if multiple Restoration shaman are present, and does not apply to heals from procs.

Riptide's periodic healing coefficient has been increased by 50%. The initial direct heal is unchanged.

Charge (and related abilities) should now correctly path to a target even if the target moves during the Charge. This change should decrease the likelihood of the warrior Charging to a different location than the target.

Slam now uses a new character attack animation.

Colossus Smash now uses a new character attack animation.

Talent Specializations

Arms

Mortal Strike now reduces the target’s healing received by 25%, up from 10%.

Players who use Dungeon Finder for a random Heroic dungeon will no longer be locked to that instance. Previously, players who entered an instance via the Random Dungeon option were then prohibited from queuing for that dungeon or entering the instance manually via the portal. Players should now always be able to complete a specific Heroic dungeon once per day regardless of any random dungeons completed.

Ruins of Ahn'qiraj

Bosses in Ruins of Ahn'qiraj now drop a rare-quality Scarab Coffer Key which can be used to open the Scarab Coffers found within. These keys are zone-bound to Ruins of Ahn'qiraj and have a 17-hour expiration. This change also applies to Greater Scarab Coffer Keys used to open Large Scarab Coffers.

Zul’Gurub

Players now only have to kill two of the four initial dungeon bosses (High Priest Venoxis, Broodlord Mandokir, High Priestess Kilnara, and Zanzil) to face Jin’do the Godbreaker.

Zul’Aman

Players now only have to kill two of the four Troll avatars before they may face Hex Lord Malacrass.

Archaeology areas of interest will now show on the mini-map, in addition to the World Map.

Bag Search

A search field has been added to allow players to search bag, bank, guild bank, and Void Storage inventories for specific items.

The Reforging interface has been updated and improved.

Quest Tracking areas or points of interest will now show on the mini-map, in addition to the World Map.

The World Map now displays the expected character levels for each zone.

Added a “promote everyone” checkbox that will automatically make all raid members, Raid assistants. This checkbox can be found in the Raid Frame and the Unit Frame “pull-out” tab.

There are now commands for world markers & unit markers.

Added new rotation, zoom, and pan controls are now available in all windows with player models in UI frames.

Players can now unlearn profession specialization without unlearning the profession (Engineering & Alchemy).

[Mac] Added functionality to allow using the Command key instead of the Control key on Apple keyboards. This can be enabled in Mac Options.

[Mac] Added functionality to disable Mac OS system keyboard shortcuts so that they do not interfere with keyboard shortcuts in WoW. This can be enabled in Mac Options.

Added a feature to interact with NPCs, game objects (mailbox, mining nodes, etc.), and corpses on left-click as well as right-click. There is now an option under Interface:Controls to turn this feature off.

[China, Korea, Taiwan] Pasting from the clipboard should no longer cause the client to crash.li>

Class Changes and Ghostcrawler's Explanations

Ghostcrawler

General

While we do overhaul mechanics when we think it’s warranted, we try to save as many of those as possible for expansions. As exhilarating as it can be for players who log in regularly to suddenly be able to look at a talent or spell in a different light, it can also be frustrating for players who maybe took a break in between patch 4.2 and 4.3 to have to relearn rotations or re-gem their character. In particular, we try to be really conservative when buffing spec B of a class upwards to compete with spec A of the same class. We have gotten it wrong before, and forced a large number of players to swap specs. Ideally we want you to play the spec you enjoy the most and not the one that does the highest DPS, but asking you to continually swap specs to achieve that highest DPS is an unreasonable thing for us to ask.

Ghostcrawler

Melee DPS

Overall, we think melee DPS in dungeons and raids is still too low. We think melee DPS is fine in PvP, and we think melee DPS is competitive against ranged specs against target dummies, but in actual encounters with all of their moving pieces, melee falls behind. To attempt to adjust for this imbalance, we have improved the benefit to attack power given by the various raid buffs (Blessing of Might et al.) to melee only. Hunter DPS is fine, or even high in 4.2, so we didn’t want this buff to extend to them, which is why the AP benefit is now 20% for melee attacks but still 10% for ranged attacks.

Vengeance

As promised, we allow for this tanking mechanic to now ramp up quickly when the tank is taking damage.

Ghostcrawler

We dropped the healing debuff from 50% to 10% some time ago, but were convinced at 10% that it was hard to appreciate the effect at all. We want to try Mortal Strike et al. at 25% to see if it feels useful but not mandatory. If 25% is too much and 10% is too little, then it may mean the entire mechanic may not have much of a future. We decided to only change the debuff for the warrior, rogue, and hunter, restoring the original relationship between “strong” and “weak” MS that we had in Lich King.

Ghostcrawler

We decided not to prevent or discourage block capping for paladins and warriors, because it would have required several corresponding changes to compensate for such severe nerfs and the risk of getting things wrong or asking players to change gear was just too great. Instead, we decided to buff DK and druid tanks to improve their ability to handle streaks of bad luck. In the DK’s case, we increased the armor bonus of Blood Presence.

Ghostcrawler

We discussed some of our Blood changes in a recent blog. We wanted to make it less punitive for DKs to miss Death Strike. Long term, we still want to make hit and expertise matter more to tanks, not less, but it wasn’t fair to punish DK players for working the “right way” when the other tanks aren’t there yet. We also reduced the cooldown of Outbreak for Blood DKs so that applying diseases doesn’t compete with Death Strike runes as much, and we simplified Blade Barrier so that there is less pressure to spend runes instead of sitting on them.

For now all we have done is bumped Bone Shield’s charges. We may still try out the “big hit dampening” described in the "Bloody Mitigation" blog.

Ghostcrawler

As mentioned above, we increased the Stamina bonus of bear form in order to reduce the chance of tanks being killed too quickly by bad luck. We also changed the armor bonus for bears at lower levels by removing the mechanic that mimicked the warrior and paladin transition from mail to plate. Bears were having difficulty surviving in low-level dungeons, which honestly we don’t want to be that challenging. The armor change should not affect end-game tank balance. We changed the Glyph of Shred so that Feral druids wouldn’t need to vary their rotation in situations where they could not Shred (such as on Ultraxion). We changed the pushback on Cyclone because we decided that it was appropriate for DPS casters to not have pushback protection on heals, and for healers to not have pushback protection on nukes, but that utility spells should be protected for both roles. This will be a small PvP buff for caster druids.

Ghostcrawler

We’re okay with Resto druids using Wild Growth frequently, but we think we allowed it to become too powerful given its ease of use. As I suggested above, this may or may not be sufficient to nerf Resto druid throughput overall. The change to the Glyph of Wild Growth has positive and negative elements. We heard from druids that they felt like they didn’t have as many major glyph choices as intended, since the Glyph of Wild Growth was such a no-brainer for raiding druids -- it increased the number of Wild Growth targets with no downside. We want major glyphs to be a decision, which usually involves them having some kind of downside. With the AE heals, we thought the downside might be that the healers may not be using their AE heals necessarily, but having seen two raid tiers of content now, we’re confident that the glyphs did not have as much of a downside. (We changed the Glyphs of Circle of Healing and Light of Dawn for similar reasons).

Ghostcrawler

We provided a modest DPS buff for Beast Mastery and Survival hunters to help them catch up with the Marksman spec. As I mentioned above, we wouldn’t consider it a success if we made every Marks hunter respec to Survival, so our intent is to get close without going over. BM also suffers from a lack of AE damage, so we increased the damage of two of their AE pets.

Ghostcrawler

We offered some buffs to Fire mages to help them compete with Arcane. Frost is viable in PvE, but at high-end raiding we understand that its damage isn’t perceived as comparable to Arcane or Fire. The problem is that Frost has a lot of control and survivability, and if their damage were also identical, there would be no reason to choose Arcane or Fire. Note that the 5.0 talent design is partially to fix this specific problem, where specs have either higher DPS or higher utility.

Ghostcrawler

We continued to adjust Holy Radiance for its new 4.3 design. We want paladins to be a viable group healer without suddenly becoming far and away the best AE healer. We also want Holy paladins to continue to care about Holy Power and Light of Dawn and not revert to just spamming Holy Radiance. We changed Beacon of Light largely because it was unclear which mechanics were supposed to cause the Beacon transfer. This is a change from our previous design, which allowed Protector of the Innocent and other forms of healing to benefit from Beacon. We want Beacon of Light to remain a powerful spell, and it will be even with these changes, but putting slightly less focus on Beacon will allow paladins to still shine in situations where Beacon isn’t operating at its maximum effectiveness. For Retribution, as we suggested previously, we lowered the crit chance of Hammer of Wrath to reduce burst but increased sustained damage through Two-Handed Specialization and Seal of Truth.

Ghostcrawler

We changed Seal of Insight to no longer return 15% base mana and then changed Judgment of the Pure to provide mana regeneration so that Holy paladins would not need to Judge every eight seconds. With these changes, they will want to Judge every 30 seconds, which seems more reasonable. Judging every eight seconds is hard to ask someone who is also targeting players a lot to heal them.

We made several changes to Holy Radiance to make it a cast time spell. We felt like Holy paladins couldn’t go into a group healing mode because Holy Radiance had a long cooldown and in the absence of a cast time, didn’t compete with any other spell. With this change (and the Light of Dawn change below), paladins can opt for an AE healing “rotation” (insofar as healers can ever have a rotation) of using Holy Radiance -> Light of Dawn instead of Holy Light et al. -> Word of Glory.

Several Holy talents changed to support the change to Holy Radiance, such as allowing it to benefit from Illuminated Healing, Clarity of Purpose, and Infusion of Light. It didn’t make sense for Speed of Light to be triggered by a cast-time spell, so we caused the Paragon of Virtue talent to lower the cooldown on Divine Protection, so that Holy wouldn’t lose quite so much functionality of Speed of Light. Speed of Light has definitely been nerfed compared to 4.2, but we feel it’s an acceptable change given the entire package.

We reversed the glyph for Light of Dawn. Instead of providing an additional target to Light of Dawn, the glyph now reduces the number of targets but increases the throughput. Light of Dawn was not a very useful spell in 10-player raids or similar small groups, like Arena teams. This glyph should allow paladins to tailor Light of Dawn for their group size.

Ghostcrawler

Most of our Holy adjustments were discussed in Part One, but we did buff Guardian Spirit to make it more competitive with Pain Suppression. The Shadowform glyph was strictly a quality of life improvement requested by several Shadow priests.

Ghostcrawler

We were seeing too many situations where a raid wanted one or even two Disc priests at the expense of a Holy priest. We think part of the problem was Holy’s lack of a strong raid cooldown, so we replaced the State of Mind talent (which was fairly weak ever since Chakra had an unlimited duration) with Heavenly Voice that boosts the healing of Divine Hymn to make it more competitive with Power Word: Barrier. We also increased the number of targets of Divine Hymn from three to five.

We also reduced the mana cost of Power Word: Sanctuary. We think Holy has sufficient AE throughput, but this spell in particular was very expensive.

We wanted to change the Glyph of Circle of Healing to make it less of a no-brainer as I explained above under Wild Growth. In the case of the Holy priest, we thought the healing done by CoH was appropriate (which was not the case for the druid) so we had the glyph increase the mana cost instead. Relying too much on Circle of Healing in inappropriate situations (such as when only a few characters are injured) risks hurting the priest’s efficiency with this glyph.

We rebuilt Spirit of Redemption in a different way. We aren’t trying to change the power of the talent at all, but we did want to make it feel more responsive (less lag between death and Spirit) as well as clean up a few bugs.

Ghostcrawler

This next bit might start a firestorm of controversy, but we heard from a lot of 10-player raiders who asked "Why make a rogue legendary? We don't have a rogue." When we asked why, they said 'Rogues don't bring anything we need, so we don't want them." That's not cool. I'm not saying the legendary is the answer for why bring rogues, but you should feel like you have room for rogues without sacrificing something else and that rogues should bring something that makes you happy they are there.

Ghostcrawler

We have slightly unnerfed the initial Wind Shear nerf, but we still want it to be much harder for a healer spec to have such a potent interrupt. Wind Shear (originally Earth Shock) was balanced in the hands of a Resto shaman as a tool for coping with enemy casters in the absence of a magic dispel. While a priest could remove an ally’s Polymorph, the shaman’s only recourse was to prevent it from ever landing in the first place. But in a world where Resto shaman gained the ability to remove magic debuffs, the net result was too potent. We nerfed Elemental’s tier 12 set bonus because it was so powerful that shaman risked passing over their tier 13 set bonus. We increased the passive benefit of Shamanism and Fire Elemental scaling to help compensate for this nerf. There are many other shaman changes discussed in Part One.

Ghostcrawler

We made changes to Wind Shear to restrict the short cooldown version to the DPS shaman (who have the Reverberation talent) and make Restoration less potent at interrupting. We think Restoration is currently too useful in PvP relative to other healers because of a potent, ranged interrupt. We don’t think this nerf will have major PvE ramifications.

We changed Mental Quickness and Flametongue Weapon to hopefully put a nail in the coffin of Enhancement shaman using spellpower weapons. We want Enhancement using melee weapons. Players who have been doing so should notice no change in their DPS. Players who have been using caster weapons or armor will find that gear is no longer useful to them.

Elemental’s AE damage was still not competitive with the rotations of other DPS specs, so we buffed Earthquake and removed the cooldown on Chain Lightning. These two spells should be the bulk of Elemental’s AE DPS, while spreading Flame Shocks should be an Enhancement mechanic (see below).

We also tried to improve Enhancement’s AE. In this case, the DPS was fairly competitive, but applying the AE was a headache with having to tab through multiple targets to spread Flame Shocks. Enhance can now use Lava Lash to spread Flame Shock (and the bonus granted from Improved Lava Lash has been baked into the base Lava Lash ability, so Enhance should not suffer any DPS loss as a consequence).

After checking in on thousands of raid attempts, we were concerned that Resto shaman were not competitive with the other healers, especially on 10 player-content and on fights where the raid needs to stay spread out. It’s okay for healers to have niches where they really shine, but we felt like Resto wasn’t experiencing enough of these. We buffed Riptide outright and gave Ancestral Healing a new mechanic of boosting the target’s max health. These buffs are also intended to help offset some of the loss of Wind Shear for PvP.

Ghostcrawler

We increased Demonology and Destruction’s DPS to be more competitive with Affliction, and increased the duration on Improved Soul Fire to make that buff a bit easier to manage. We also fixed a long-standing bug that caused the Doomguard to do too much damage, so Demo’s buff also needed to offset that.

Ghostcrawler

We believe we have fixed “charge jumping,” where a target who jumped ended up in a different location from the warrior. The warrior should now end up next to the target. We needed to nerf Fury’s DPS slightly to keep them from being ahead of other melee DPS.

Item Set Models

In the tabs to the right, you will find all of the models for the tier 13, season 11, and 4.3 dungeon sets. These are some gorgeous sets--and they're all a little easier to obtain. From PvP to PvE, Blizzard has hit 4.3 at full force for both niches, making acquiring gear significantly easier than it was before.

We've also taken a moment to break down the new gear levels, so you can see what you should be shooting for based on your play style!

PvE Gear Levels

378 gear will come from the new 5-mans and will be easily obtainable.

384 and 390 gear will come from the new raid difficulty, Looking for Raid. (The 390 stuff is from the final two boss, who drops a higher ilevel of trinkets and weapons.)

397 and 403 gear will come from normal 10 and 25-mans as well as the valor point vendor. (Same as above.)

Last but not least, 410 and 416 gear will come from heroic 10 and 25-mans.(Same as above.)

PvP Gear Levels

390 gear will come from honor and serves as an upgraded Ruthless set.

403 and 410 gear will come from conquest points (with weapons being 410).

PvE: Looking for Raid

Players can now queue up as a group or by themselves to join a 25-man raid. These raids will not have a lockout and they will drop tier 13, although the stats will be lower than a normal or heroic 25-man. The LFR system operates much like the current dungeon finder and even minimizes the raid itself, splitting it in half, so players can only queue for half of an instance at a time.

Looking for Raid also runs a tight ship, with loot rules strict and unforgiving to prevent ninjas. You will be able to Need Before Greed items and then will receive a bonus to your roll dependent on your specific role in the group; Bashiok explained the criteria in this post.

Lastly, it's important to remember that LFR will have limitations on achievements and vanity items as well; in particular, you can't receive either in LFR raids.

PvP: New Conquest Point Changes

As with LFR, PvP got some huge changes too. In particular, players will now be able to earn conquest points in any battleground rather than strictly in arenas or rated battlegrounds--this is huge! Each battleground will award 50 conquest points and you will be able to reach the conquest point cap through this method. Similarly, the PvP daily now rewards 100 conquest points as well, up from 25.

Dungeon Bosses, Dungeon Journals, and Loot Tables

Echo of Baine

Enraged by his failure to protect the world and, most importantly, the Horde, this time-ravaged shade of Baine Bloodhoof lingers within the ruins of the Obsidian Dragonshrine. Although he's still as powerful as the tauren high chieftain from the present, within this shattered future Azeroth, this guilt-ridden echo is little more than a discordant vessel of unquenchable malice and anger.

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Drops from Baine only

Drops from Baine only

Molten Axe
– The Echo of Baine's Axe ignites for 10 sec. when he comes into contact with lava. The fiery axe causes melee attacks to inflict an additional 9750 to 10250 Fire damage.

Pulverize
– The Echo of Baine slams the ground with his totem, inflicting 30000 Physical damage to enemies within 15 yards and destroying the nearby platform.

Throw Totem
– The Echo of Baine throws his totem at a random player, inflicting 58500 to 61500 Physical damage and knocking them back. The totem then persists on the ground at the target's location for 20 sec.

Throw Totem
– A player may attempt to throw the totem back at the Echo of Baine. A successful throw inflicts 5% of the Echo of Baine's maximum health as Physical damage, stuns him, and increases his damage taken by 50% for 20 sec.

Echo of Jaina

The tormented fragment of Jaina Proudmoore has been split and infused within the shattered pieces of her staff. To restore balance to the timeways, this echo must be defeated. However, the devastating magical power possessed by the once-proud ruler of Theramore is hardly lost to her time-havocked spectre. In this future Azeroth, she is only divided, and waiting...

Flarecore
– The Echo of Jaina hurls a growing Flarecore ember at the ground near an enemy. The ember explodes if touched, inflicting 5000-50000 Fire damage to enemies within 5 yds. If not exploded within 10 sec., the ember detonates and inflicts 90000 to 99000 Fire damage to all enemies.

Frost Blades
– The Echo of Jaina conjures three blades of ice and sends them flying forward. Enemies that collide with the blades are encased in a block of ice, stunning them for 5 sec.

Frostbolt Volley
– The Echo of Jaina inflicts 17000 to 23000 Frost damage to nearby enemies within 65 yards and reduces their movement speed by 30% for 4 sec.

Pyroblast
– The Echo of Jaina inflicts 47500 to 52500 Fire damage to her current target and an additional 5000 Fire damage every 3 sec. for 12 sec.

Echo of Sylvanas

Spawned from shattered timeways and cloistered within the Ruby Dragonshrine, a maddened fragment of the Forsaken's leader, Sylvanas Windrunner, waits restlessly. Having lost everything and unable to find peace, this tormented echo aches for a chance to unleash her dark fury at anything still living within these barren, time-twisted wastes.

Sylvanas ascends towards the sky, pulling all of her enemies below her. Her calling then summons eight Risen Ghouls in a circle around Sylvanas. A shadowy link forms between each ghoul, and the area behind each ghoul fills with shadows. The ghouls then march mindlessly towards Sylvanas. When a Risen Ghoul reaches Sylvanas, it performs the Sacrifice spell.Crossing any of the links between the Risen Ghouls or standing within the shadows behind the ghouls inflicts Wracking Pain every second on the player. Destroying a Risen Ghoul will sever the link to other nearby ghouls, and remove the area of shadows behind it.

Wracking Pain
– Crossing any of the links between the Risen Ghouls or standing within the shadows behind the ghouls inflicts Wracking Pain on the player every second. Wracking Pain inflicts 50875 to 59125 Shadow damage.

Risen Ghoul
– When a Risen Ghoul reaches Sylvanas, it performs the Sacrifice spell.Destroying a Risen Ghoul will sever the link to other nearby ghouls, and remove the area of shadows behind it.

Unholy Shot
– Sylvanas targets a barrage of missiles at a random player, striking up to 3 players within 10 yards of the target. Each missile inflicts 27750 to 32250 Shadow damage and an additional 23125 to 26875 Shadow damage every 2 sec. for 10 sec.

Blighted Arrows
– Sylvanas blights the ground in a 3 yard radius circle beneath a random player and leaps towards the sky. The blight inflicts 32375 to 37625 damage every 1 sec. and reduces the movement speed by 50% of any player standing within it.At the peak of her jump, she launches a volley of deadly arrows at the blighted ground. The arrows inflict 46250 to 53750 Shadow damage and knock back any player still standing within the blight.

Echo of Tyrande

Once the leader of the night elves and High Priestess of Elune, this time-twisted fragment of Tyrande Whisperwind now wanders the wastes of the desolate future of Azeroth. Enveloped in a perpetual midnight, she has all but lost sight of the comforting light of Elune.

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Drops from Tyrande only

Drops from Tyrande only

Moonbolt
– Tyrande launches a powerful blast of moon energy at her current target, inflicting 37000 to 43000 Arcane damage.

Stardust
– Tyrande scatters a diffuse trail of star energy into the wind, inflicting 46250 to 53750 Arcane damage to all players.

Moonlance
– Tyrande summons forth a powerful lance of moon energy that travels along the ground and splits into three parts after several seconds. Each Moonlance inflicts 46250 to 53750 Arcane damage to all players within 2 yards and stuns them for 5 sec.

Tyrande summons forth the twin eyes of Elune, the Moon Goddess. Players cannot attack the Eyes of the Goddess.

Piercing Gaze of Elune
– The Eyes of Elune travel in a circular motion around Tyrande, emitting the Piercing Gaze of Elune every 1 sec. Piercing Gaze of Elune inflicts 46250 to 53750 Arcane damage to all players within 6 yards and silences them for 5 sec.

Tears of Elune
– At 30% remaining health, Tyrande cries out for aid from the Moon Goddess. Tears of Elune rain from the sky for the remainder of the battle, inflicting 27750 to 32250 Arcane damage to players within 4 yards.

Murozond

Now living outside of time, Murozond was once the great Dragon Aspect Nozdormu the Timeless One. After the titans showed him his own death, the tormented Nozdormu was tricked by the Old Gods into trying to subvert his mortality. As a result, Nozdormu shattered the timeways and created the infinite dragonflight... jeopardizing the very future of Azeroth.

Temporal Blast
– Murozond inflicts 25000 Arcane damage to all nearby enemies and increases their Arcane damage taken by 10% for 20 sec.

Distortion Bomb
– Murozond launches an orb of temporal energy at the location of a random player. When the orb reaches this location, it explodes and leaves an 8 yard radius area of temporal distortion. The distortion area inflicts 25000 Arcane damage every second to all enemies standing within the area.

Infinite Breath
– Inflicts 71250 to 78750 Shadow damage to all enemies in front of the caster.

Nozdormu
– Nozdormu is unable to assist the players directly, but grants them the Blessing of the Bronze Dragonflight.

Blessing of the Bronze Dragonflight
– Blesses the target with the power of the Bronze Dragonflight. Melee, ranged, and spell casting speed is increased by 40%. Movement speed increased by 40%.

Murozond stole the Hourglass of Time and trapped it here within the End Time of Azeroth. The Hourglass casts Rewind Time when a player interacts with it, but the Hourglass can only be used up to five times during the encounter.

Rewind Time
– The Reverse Time effect rewinds everything back to the beginning of the encounter. The reversal restores each player's health and mana, then resets all of their ability cooldowns. The reversal also removes all Distortion Bombs.

Peroth'arn

Like many of his fellow Highborne, Peroth'arn swore allegiance to the corrupted Xavius in exchange for gifts of demonic power. As a master of fiendish magic and recipient of the satyr curse, Peroth'arn stands outside Azshara's palace in defense of the Burning Legion, ready to destroy those hoping to disrupt the entrance of the Dark Titan, Sargeras, into Azeroth.

Fel Flames
– Peroth'arn calls down a fel fireball on a random player, inflicting 33250 to 36750 Fire damage and leaving behind fire that causes 11875 to 13125 Fire damage every second for 30 sec.

Fel Decay
– Peroth'arn's sickly touch causes a random target to decay from within, instantly inflicting 38000 to 42000 Shadow damage and 8075 to 8925 Shadow damage every second for 10 sec. Any healing done to the afflicted player causes the healer to suffer 100% of the amount healed as Shadow damage.

Drain Essence
– At 60% remaining health, Peroth'arn stuns all enemies and inflicts Shadow damage every second for 4 sec.

After Illidan interrupts Drain Essence, Peroth'arn returns to the shadows to ambush the heroes. Peroth'arn unleashes his Eyes of Peroth'arn to search for the players. Players gain the protection of their Shadowcloaks to help them avoid the detection range of the Eyes.If players avoid detection for 40 seconds, Peroth'arn becomes visible and weakened with the Enfeebled effect.If an Eye of Peroth'arn discovers a player, Peroth'arn marks the player with Easy Prey, leaps out of the shadows, and attacks the discovered player.

Easy Prey
– When an Eye of Peroth'arn discovers a player, Peroth'arn casts Fel Quickening and marks his new target as Easy Prey. The mark removes the player's Shadowcloak or stealth and stuns them for 8 sec.

Enfeebled
– If after 40 seconds Peroth'arn has not detected a player with his Eyes, Peroth'arn can no longer remain hidden in the shadows and becomes Enfeebled. This effect stuns Peroth'arn and increases his damage taken by 25% damage for 15 sec.

Queen Azshara

The songs of Queen Azshara's beauty, majesty, and power are too numerous to count, but it was her vanity that drove the Highborne to summon the Burning Legion. She now watches her most trusted magi empower the portal where Sargeras will be brought into Azeroth, content to let multitudes of her servants die in advance of the Dark Titan's arrival.

Servant of the Queen
– Queen Azshara charms a random player, causing them to become a puppet. Destroying the puppet strings releases the player from Azshara's control.

Total Obedience
– Queen Azshara attempts to charm every player and turn them into puppets for 20 sec.

Queen Aszhara commands two of her Enchanted Magi to attack the players. When the players defeat an Enchanted Magus or enough time elapses, another two Magi enter combat. Each Enchanted Magi possess one of three schools of magic.When the players defeat all of the Enchanted Magi, Queen Azshara retreats from combat and the players complete the encounter.

Mannoroth and Varo'then

Varo'then, head of Queen Azshara's personal guard, and Mannoroth, the pit lord whose blood will corrupt the entire orc race, stand as the last line of defense against those hoping to bar Sargeras's entry into Azeroth. Though both Tyrande and Illidan have fought bravely thus far, the fate of Azeroth will be decided at the Well of Eternity's very brink.

Fel Firestorm
– Mannoroth unleashes a Fel Firestorm, rapidly creating 3 yard radius Fel Flames around the area for 12 sec. Fel Flames inflict 19500 to 20500 Fire damage every second to any player standing within them.

Waters of Eternity
– After Mannoroth creates a Fel Firestorm, Illidan splashes himself with the waters of the Well of Eternity. The water provides substantial magical powers and reduces the Fire damage taken by all nearby allies by 90%.

Tyrande Whisperwind
– Tyrande positions herself to intercept the rush of Doomguard Devastators exiting from the Well of Eternity with Lunar Shot.

Lunar Shot
– Tyrande holds off the demons exiting from the Well of Eternity with her Lunar Shot.

Blessing of Elune
– When a Dreadlord Debilitator casts Debilitating Flay upon her, Tyrande beseeches Elune for her blessing. This blessing affects all nearby allies, enchanting their attacks and spells to inflict additional Arcane damage to lesser demons.

After the players defeat Captain Varo'then, his enchanted Magistrike Blade lies on the ground. After a player throws and embeds the blade into Mannoroth, the demon begins to take massive damage from the stored magic within the blade.

Mannoroth
– The wounded Mannoroth continues to fight, opening a Nether Portal to bring demonic allies into the fray.

Embedded Blade
– Players may pick up Captain Varo'then's magical elven blade and throw it towards Mannoroth. The blade embeds itself into Mannoroth's demonic armor. The magical blade then causes strikes against Mannoroth to have a chance to create a Magistrike Arc inflicting 1000000 Fire damage to Mannoroth.

Fel Fire Nova
– After a player embeds the Magistrike blade within Mannoroth, the open wound emits a steady pulse of fel fire. Each pulse inflicts 27750 to 32250 Fire damage to enemies.

Nether Portal
– Mannoroth summons a portal to the Twisting Nether, allowing him to call forth demonic allies. As his remaining health dwindles, additional types of demons exit through the portal.

Felhound
– At 85% remaining health, Mannoroth summons a weak felhound to aid him in combat from the Nether Portal.

Felguard
– At 70% remaining health, Mannoroth also summons a Felguard from the Nether Portal to aid him in combat.

Gift of Sargeras
– Illidan infuses himself and all nearby allies with the fel energies of the demon lord Sargeras, healing for 20% of maximum health every 2 seconds and dealing 30000 Fire damage to nearby enemies every 2 seconds.

Malfurion Stormrage
– Utilizing the powers of nature bestowed upon him by the demigod Cenarius, Malfurion Stormrage focuses the will of the living creatures of Azeroth upon the demonic portal hovering over the Well of Eternity. When Mannoroth reaches 5% remaining health, Malfurion casts a spell to cause the portal to violently implode and pull the demonic legions out of Azeroth.

Arcurion

Horde and Alliance assaults against the Twilight's Hammer have slaughtered many of the cult's fearsome elemental ascendants. One exception is Arcurion, a formidable ice ascendant tasked to slay Thrall and retrieve the Dragon Soul. Should this twisted elemental being succeed, nothing will be able to stop Deathwing from ushering in the Hour of Twilight.

Hand of Frost
– Arcurion's icy grip reaches out at his current target, inflicting 45000 to 55000 Frost damage.

Chains of Frost
– Arcurion unleashes a wave of ice, inflicting 9250 to 10750 Frost damage and immobilizing all enemies within 65 yards for 10 sec.

Torrent of Frost
– At 30% remaining health, Arcurion unleashes a devastating Torrent of Frost inflicting 13500 to 16500 Frost damage each second to all enemies and reducing their movement speed by 50% for 5 sec.

Asira Dawnslayer

Former blade-for-hire Asira Sunbright was initially leery of working for the Twilight's Hammer, but the cult's generous payments quickly won her over. In time, she succumbed to the corruptive influence of her dark employers, even going so far as to take the name Dawnslayer. As one of the cult's deadliest assassins, Asira has been called upon to exterminate Thrall and his comrades.

Mark of Silence
– Asira marks a random enemy spellcaster for 20 sec. When a marked target casts a spell, Asira throws a knife in their direction.

Throw Knife
– Asira throws one of her knives toward a marked enemy spellcaster, inflicting 15000 Physical damage to the first player it collides with. If the knife hits a player afflicted with Mark of Silence, it also silences for 2 sec.

Choking Smoke Bomb
– Asira creates a cloud of thick smoke in an 8 yard radius around her for 20 sec. The cloud prevents enemies from targeting into or out of the smoke cloud and inflicts 5000 Nature damage every 0.5 sec.

Blade Barrier
– At 30% remaining health, Asira begins a dazzling display of weapon mastery. Her Blade Barrier reduces any incoming amount of damage below 40000 to 1. The Blade Barrier ends when a player hits Asira with a damaging attack or spell above this threshold.

Lesser Blade Barrier
– Asira erects this weaker barrier when a player removes Blade Barrier. The Lesser Blade Barrier reduces any incoming amount of damage below 30000 to 1. The Lesser Blade Barrier ends when a player hits Asira with a damaging attack or spell above this threshold.

Archbishop Benedictus

Archbishop Benedictus is the revered leader of the Church of the Holy Light. For years, his wise guidance has been instrumental in seeing humanity through bleak times. Yet beneath his apparent benevolence lies the shocking truth that Benedictus has pledged himself to the eradication of all life on Azeroth through the agency of his dark master... Deathwing.

Water Shell
– Thrall's Water Shell protects allies from the Wave of Virtue and increases their damage done by 100%.

Dragon Soul Bosses, Dungeon Journals, and Loot Tables

Morchok

The most powerful elemental still under Deathwing's sway, Morchok-once a passive guardian-is now convinced that his only respite will come with Azeroth's demise. Morchok rages against the foundation of Wyrmrest Temple, Azeroth's last beacon of hope in the Hour of Twilight.

Resonating Crystal: Morchok conjures an explosive crystal onto the battlefield that explodes after 12 sec. for massive Shadow damage. The explosion splits the damage between the three closest enemies, and the total damage inflicted increases depending on the distance of each player from the crystal.

(25) In 25 Player raids, the damage splits between the seven closest enemies.

Furious: At 20% remaining health, Morchok becomes furious and increases his attack speed by 30% and his damage inflicted by 20%.

The Earth Consumes You!

Morchok uses the power of the earth to draw all players to him, inflicting 5% of their total health as Physical damage. While the power of the earth draws the players to him, Morchok also summons Earth's Vengeance.

Black Blood of the Earth: Morchok causes the Black Blood of the Earth to erupt outwards from him, inflicting 5000 Nature damage and increasing Nature damage taken by 100% every sec. while a player stands within the blood. This effect stacks up to 20 times.

Kochrom

Upon reaching 90% health, Morchok tears himself in half, creating his twin, Kochrom. His twin will do the same spells Morchok performs, a few seconds later.

Warlord Zon'ozz

Countless ages ago, Warlord Zon'ozz and his soldiers waged endless war against the forces of C'Thun and Yogg-Saron. Millennia have passed, but the warlord still serves the chaotic might of the Old God N'Zoth. Deathwing has now unleashed this legendary faceless one to crush the defenders of Wyrmrest Temple.

Void of the Unmaking

Warlord Zon'ozz summons a Void of the Unmaking. This void travels forward until it encounters a soul to absorb.

Void Diffusion (All difficulties but LFR.): When the Void collides with a player it diffuses, inflicting 702001 Shadow damage split evenly between nearby players. The force of this diffusion causes the void to richocet in the opposite direction, and the absorbed souls increase the damage the Void inflicts by 20% per diffusion.

Void Diffusion (LFR only.): When the Void collides with a player it diffuses, inflicting 702001 Shadow damage. The force of this diffusion causes the void to richocet in the opposite direction, and the absorbed souls increase the damage the Void inflicts by 20% per diffusion.

Zon'ozz Diffused

When the Void collides with Warlord Zon'ozz, it inflicts a distracting shock to him. The Void Diffusion increases the damage Zon'ozz takes by 5% for every time the Void of the Unmaking bounces between players. This collision enrages Warlord Zon'ozz, causing him to awaken the Maw of Go'rath and lose his Focused Anger.

(HC) In Heroic Difficulty the awakening of the Maw of Go'rath causes many different types of tentacles to emerge and attack the players.

Yor'sahj the Unsleeping

Since the fall of the Bastion of Twilight, Yor'sahj the Unsleeping has eagerly assisted Deathwing, providing the Destroyer with the means to release more faceless ones from their prisons deep beneath the earth. Their numbers are endless and their power is beyond reckoning, and Yor'sahj intends to reap a grim reward for his faithful service.

Call Blood of Shu'ma: Yor'sahj the Unsleeping calls to the might of Shu'ma, summoning three differently colored globules of his blood. These globules path slowly towards Yor'sahj, infusing him with additional powers if they reach him.

(HC) In Heroic difficulty four slimes answer Yor'sahj's call.

Fusing Vapors: The blood globules emit a fusing vapor when damaged below 50% health that heals all other active globules for 5% of their maximum life.
When one globule dies, the surviving globules completely fuse and gain immunity to all forms of damage.

Glowing Globule

When a Glowing Globule reaches Yor'sahj, it infuses Yor'sahj with the Glowing Blood of Shu'ma.

Glowing Blood of Shu'ma: Yor'sahj's Void Bolt now hits all nearby targets instead of one, Yor'sahj uses his abilities twice as often, and his attack speed increases by 50%.

Cobalt Globule

When a Cobalt Globule reaches Yor'sahj, it infuses Yor'sahj with the ability to summon Mana Voids.

Mana Void

A Mana Void leeches all the mana from every ranged spell caster and healer, storing the mana within itself. Destroying the Mana Void evenly returns the total of the leeched mana via Mana Diffusion to players within 18 yards.

Crimson Globule

When a Crimson Globule reaches Yor'sahj, it infuses Yor'sahj with the Searing Blood ability.

Searing Blood: Yor'sahj sears the blood of three random players, inflicting a base of 55200 Fire damage. The further the target stands from Yor'sahj, the greater shock received from the blast.

(25) In 25 player raids, Yor'sahj sears the blood of eight random players.

Dark Globule

When a Dark Globule reaches Yor'sahj, the corruption of the blood seeps out into the Maw of Shu'ma. This vile corruption then periodically creates Forgotten Ones that attack the players.

Forgotten One

These creatures fixate on a random target.

Psychic Slice: The Forgotten One emits a wave of psychic force at its current target, inflicting 44000 Shadow damage.

Acidic Globule

When an Acidic Globule reaches Yor'sahj, the Maw of Shu'ma infuses with the acidic blood and stimulates further Digestive Acid production.

Shadowed Globule

When a Shadowed Globule reaches Yor'sahj, it infuses Yor'sahj with the Deep Corruption ability.

Deep Corruption: Yor'sahj's Deep Corruption spreads to every player, causing every fifth healing or absorbtion effect cast on a player to trigger a violent detonation, inflicting 65000 Shadow damage to all players.

Hagara the Stormbinder

Hagara, one of the first students of arcane magic under the Forsaken, showed surprising potential for one who had started learning so late in life. But in her undisciplined attempts to bind elementals into servitude, she was ensnared and twisted by the Windlord, Al'Akir. Now fiercely loyal to the Twilight's Hammer, Hagara binds others for her elemental masters to torment.

Ice Lance: Hagara conjures crystals of ice that launch Ice Lance missiles towards a random player standing near Hagara. Ice Lances inflict 15000 Frost damage in a 3 yard area around the first player the missile impacts.

Ice Tomb: Hagara traps two random players in a tomb of ice, stunning the targets until other players destroy the Ice Tombs.

Frozen Tempest: Hagara channels and fills the platform with a tempest of water and ice. The Tempest protects Hagara from all attacks and spells.

Binding Crystal

All difficulties but LFR. Four binding crystals move along the outside of the platform. Destroying all four of the crystals stops Hagara's channeling of Frozen Tempest.

Watery Entrenchment: Any player standing within Hagara's water bubble drowns, inflicting damage equal to 15% of their maximum health every second and reducing their movement speed by -50%.

Ice Wave: Four equidistant lines of ice extend out from Hagara and sweep across the platform. The Ice Wave inflicts 200000 Frost damage on any player caught by its movement and increases their Frost damage taken by 50% for 2.5 sec.

Icicle: Snowpacked Icicles fall around the edge of the platform. Where the Icicle impacts the ground, it inflicts 100000 Frost damage and knocksback any nearby players within 7 yards.

Frostflake: Hagara places a Frostflake on a random player, reducing their movement speed by -10% and an additional -10% every 1 sec for 15 sec. When the Frostflake effect expires, a 10 yard radius area of frost forms underneath that player. The frost reduces any player's movement speed standing within the area by -50%.

Lightning Storm: Hagara channels a lightning storm to electrocute the players on the platform. A Water Shield protects Hagara from all attacks and spells.
When players overload every Crystal Conductor, the feedback stops her channeling and causes her to suffer an Electrocution.

Electrocution: The feedback from the overloaded Crystal Conductors stuns Hagara and increases her damage taken by 100% for 15 sec.

Crystal Conductor

Lightning Conduit: A Crystal Conductor charged by the death of a Bound Lightning Elemental casts Lightning Conduit on the nearest player, inflicting 20000 Nature damage every 1 sec.
Lightning Conduit also connects the affected player to another player or Crystal Conductor within 10 yards.

Bound Lightning Elementals

Hagara calls two elementals to aid her during the Lightning Storm. When a player kills an elemental, it causes a nearby Crystal Conductor to overload and electrocute nearby players.

Storm Pillars: Hagara targets the location of a random player, then after 3 seconds a pillar of lightning erupts. The lightning inflicts 35000 Nature damage to all players within 5 yards.

Ultraxion

More an abomination of dark energy than a dragon, Ultraxion has spent his short life absorbing the essence of captured nether dragons. Ultraxion is the only twilight dragon Deathwing has praised, and his arrogance is overshadowed only by the crackling energies surging through his twisted form. Loyal to his master, Ultraxion swears to bring about the fall of Wyrmrest Temple.

Unstable Monstrosity: Growing Twilight instability causes arcs of Twilight energy to erupt from Ultraxion's hide. The arcs inflict 1000000 Shadow damage every 6 seconds, split evenly amongst enemy players in the Twilight Realm and within 30 yards of the target.
Every minute that Ultraxion remains in combat reduces the time between arcs by 1 second, to a maximum rate of one arc per second. In addition, the instability prevents Ultraxion from parrying attacks.

Twilight Shift: At the beginning of the battle, Ultraxion pulls all enemies with him into the Twilight Realm where they can bear the full brunt of his powerful Twilight assaults. The Twilight Realm grants players the Heroic Will ability.

Heroic Will: The player's Heroic Will steels the caster's mind to resist the forces of Twilight. This pulls the caster out of the Twilight realm for up to 5 sec, but renders them unable to attack, cast spells, or move while concentrating.

Fading Light: Ultraxion sucks the light out of his current target and one random player, drawing them into Twilight over 5-10 seconds. Upon expiration, players in the Twilight Realm instantly die. Players in the normal realm forcibly enter the Twilight Realm, and are afflicted with Faded into Twilight.

(25 Normal) In 25 player Difficulty, Ultraxion sucks the light out of three random players.

(10 HC) In 10 player Heroic Difficulty, Ultraxion sucks the light out of two random players.

(25 HC) In 25 player Heroic Difficulty, Ultraxion sucks the light out of six random players.

(LFR) In Looking for Raid Difficulty, Ultraxion only sucks the light out of his current target.

Faded into Twilight: Residual Twilight effects cause all threat against Ultraxion to be reset. In addition, no threat will be generated for 5 sec.

(HC) In Heroic Difficulty, players take 100% more Physical damage for 5 sec, instead of generating no threat.

Hour of Twilight (All difficulties but LFR.): The Hour of Twilight falls upon Ultraxion's foes. Enemies caught within the Twilight Realm take 300000 unresistable Shadow damage. Players within the normal realm forcibly enter the Twilight Realm. If Hour of Twilight does not hit a player, the Aspects take the full brunt of the attack. This disrupts the shield protecting the Aspects and heralds the end of all life on Azeroth.

(25 Normal) In 25 player Normal Difficulty, if Hour of Twilight hits less than three players, the Aspects take the full brunt of the attack.

(10 HC) In 10 player Heroic Difficulty, if Hour of Twilight hits less than two players, the Aspects take the full brunt of the attack.

(25 HC) In 25 player Heroic Difficulty, if Hour of Twilight hits less than five players, the Aspects take the full brunt of the attack.

(LFR) In Looking for Raid Difficulty, the Aspects can never take the full brunt of the attack.

Looming Darkness: When struck by Hour of Twilight, powerful waves of Twilight energy course through the victim, rendering them more susceptible to the harmful effects of Hour of Twilight. Players instantly die if Hour of Twilight inflicts additional damage to them.

Twilight Burst: If every player stands outside the range of his powerful claws, Ultraxion expels a powerful burst of Twilight energy. This burst inflicts 75000 unresistable Shadow damage on all players and increases their magical damage taken by 50% for 6 sec. This effect stacks.

Twilight Eruption: After 6 minutes have passed, Ultraxion's instability reaches uncontainable levels and erupts outwards as a massive explosion that destroys all nearby foes and Ultraxion himself.
If the shields surrounding the Aspects should fall at any point during the encounter, Ultraxion will immediately trigger Twilight Eruption.

Protection of the Aspects

The Aspects provide limited aid to the players as they fight Ultraxion.

Alexstrasza

Gift of Life: Alexstrasza creates a crystal of pure life energy. Activating the crystal imbues one healer with the essence of life itself, increasing healing done by 100% for the duration of the battle. The crystal has one charge. Only one buff granted by Alexstrasza, Ysera, or Kalecgos can be present on a player at any time.

(25) In 25 player raids, Alexstrasza creates two crystals.

Ysera

Essence of Dreams: Ysera creates a crystal of dream energy. Activating the crystal imbues one healer with the power of dreams, which causes all healing done to be duplicated and distributed evenly amongst all friendly targets within 50 yards for the remainder of the battle. The crystal has one charge. Only one buff granted by Alexstrasza, Ysera, or Kalecgos can be present on a player at any time.

(25) In 25 player raids, Ysera creates two crystals.

Kalecgos

Source of Magic: Kalecgos creates a crystal of amplified arcane energy. Activating the crystal imbues one healer with the essence of magic, reducing the mana cost of all spells by -75% and increasing spell haste by 100% for the remainder of the battle. The crystal has one charge. Only one buff granted by Alexstrasza, Ysera, or Kalecgos can be present on a player at any time.

(25) In 25 player raids, Kalecgos creates two crystals.

Nozdormu

Timeloop: Nozdormu captures all players within a finite timeloop. Any attack which would otherwise kill the player brings them to 100% of maximum health and removes the Timeloop.

Thrall

Last Defender of Azeroth: Thrall, now the Earth-Warder of Azeroth, blesses all tanks with the immovable strength of the ancient stones of the world. The blessing reduces defensive cooldowns by -50% and increases defensive ability durations by 100%.

Warmaster Blackhorn

Though once vast in number, only a few dozen twilight dragons now remain. Astride these hardened survivors are the last vestiges of the Twilight's Hammer's army: the elite drake riders of Deathwing's personal escort. Led by the insidious Warmaster Blackhorn, they move with unholy purpose, driven to protect their dark master.

Stage One: Dragonriders, Attack!

Flying alongside the Skyfire and surveying the scene while his massive twilight drake lobs balls of destruction at the gunship, Warmaster Blackhorn gives the order for his elite dragonriders to swoop into battle.

The Skyfire

Sky Captain Swayze helms this massive gunship equipped with numerous cannons and a pair of harpoon guns for its defense. The gunship is sturdy but not indestructible, and if it sustains too much damage the pursuit of Deathwing will come to an untimely end.

Harpoon Guns

Alliance engineers equipped the Skyfire with two repurposed harpoon guns, seized during its prior service in Northrend. Harpoon gunners spear the enemy's Assault Drakes and reel them in to bring them within reach of ranged attackers on the deck. The drakes strain against the line, eventually breaking free and returning to a safe distance. After a pause to reload, the harpoon gunners then spear their target anew.

(LFR) In Looking for Raid Difficulty, the drakes do not break free from the Harpoons.

Deck Fire: As the Skyfire takes damage, destructive fires break out on the ship and spread rapidly across its deck. Crewmembers rush to extinguish these blazes and keep them in check. Any player standing within a fire suffers 45000 Fire damage per second.

Goriona

Warmaster Blackhorn takes to the skies with this massive twilight drake.

Twilight Onslaught: Goriona unleashes a massive blast of dark energy at a random location on the deck of the Skyfire. Twilight Onslaught inflicts 3000000 Shadow damage, divided evenly among all players within its 10 yard radius and the Skyfire. If the attack strikes the deck of the Skyfire without hitting a player, the gunship suffers the full damage.

Broadside: Goriona periodically unleashes a vicious barrage of fireballs that slam into the side of the Skyfire, causing the ship to suffer damage equal to 20% of its remaining structural integrity.

Twilight Assault Drake

These drakes strafe across the deck of the ship, deposit their fierce riders onto the deck, and then retreat to a safe distance to bombard the gunship.

Twilight Barrage: The twilight drakes launch bursts of dark energy at a random location on the deck of the Skyfire. Twilight Barrage inflicts 300000 Shadow damage, divided evenly among all players within its 5 yard radius and the Skyfire. If the attack strikes the deck of the Skyfire without hitting a player, the gunship suffers the full damage instead.

On Heroic Difficulty, Twilight Barrage also increases Shadow damage taken by 50% for 6 sec. This effect stacks.

Twilight Elite Dreadblade

Blade Rush: The Dreadblade charges at the location of a random distant player, inflicting 150000 Physical damage to all players in its path.

Degeneration: The Dreadblade carves a swath of destruction with its dark sword. The sword inflicts 120000 Shadow damage to enemies in a frontal cone, and 9000 Shadow damage every 2 sec for 60 sec. This effect stacks.

Twilight Elite Slayer

Blade Rush: The Dreadblade charges at the location of a random distant foe, inflicting 150000 Physical damage to all enemies in its path.

Twilight Sapper

All difficulties but LFR. Sleek infiltrator drakes airdrop goblins strapped with powerful explosives onto the deck of the ship. These Sappers rush to breach the gunship bridge and detonate their destructive payload.

Detonate (All difficulties but LFR.): Upon reaching the Skyfire's bridge, the Sapper detonates his explosives. The blast inflicts 250000 Fire damage to players within 8 yards, damages the Skyfire for 20% of its total durability, and kills the Sapper.

Stage Two: Looks Like I'm Doing This Myself

Once the Skyfire's defenders defeat three waves of dragonriders, Warmaster Blackhorn leaps down onto the deck of the gunship.

Goriona

After depositing her master on the deck of the Skyfire, Goriona hovers alongside the Skyfire and rains destruction down on the players. Once Goriona has suffered sufficient damage, she will break off and flee, abandoning her master on the Skyfire.

(HC) On Heroic mode, upon reaching 80% health, Goriona will land on the Skyfire's deck to assist her master.

Twilight Flames: Goriona launches a blast of dark energy at the location of a random player, inflicting 70000 Shadow damage on impact to players in a 8 yard radius. Twilight Flames lingers on the deck of the Skyfire, inflicting 80000 Shadow damage to players within 7 yards every 1 sec for until cancelled.

Twilight Breath: Goriona unleashes a torrent of dark flame, inflicting 85000 Shadow damage in a 45 yard cone in front of the caster.

Consuming Shroud: Goriona envelops an enemy target in twilight energy, absorbing the next 100000 healing received. When Consuming Shroud absorbs incoming healing, unleashed energy will deal damage equal to the healing absorbed to all allies. Dying while afflicted by Consuming Shroud will release all remaining energy at once.

Spine of Deathwing

When Deathwing first channeled the Dragon Soul's power against the other flights, the massive energies that were unleashed threatened to break apart his very body. Rather than forgo this weapon, he had adamantium plates fused to his scales to hold his body together. Later reinforced with elementium, these plates are now his weakness--the sole vulnerability to Deathwing's lethal presence.

Barrel Roll: Throughout the encounter, Deathwing tries to throw players from his back when he senses that they are all standing on the same side of his spine. During a barrel roll, Deathwing throws off all players and other creatures not attached to his back.

Elementium Reinforced Plates

The glancing strike from the Dragon Soul destroyed one of the large armor plates on Deathwing's back and loosened another three. Players must remove all of these plates to give Thrall a chance to get a clear shot.

Burning Tendons

Players expose Burning Tendons when they pry up one of Deathwing's armor plates. Destroying these fibrous strands is the key to removing an armor plate.

Seal Armor Breach: After the players pry up an armor plate, the Burning Tendons rapidly pull the plate closed, protecting the tendons from further damage and preventing the plate from flying off.

Deathwing's Immune System

The creatures that comprise Deathwing's Immune System emerge from the holes left by torn off armor plates. Deathwing defends himself with increasing intensity as more plates are torn off.

Grasping Tendrils: These tendrils sprout from holes in Deathwing's back that aren't currently occupied by Corruption tentacles. The Tendrils grasp any player that wander too close, reducing their movement speed by -60% and inflicting 13000 Fire damage every 0 sec. until they move away. This effect prevents players from being thrown off Deathwing's back.

Corruption

These tentacles are dramatic physical manifestations of the Old God Corruption that runs rampant through Deathwing's body. They emerge first from the holes in his back left by armor plates, and they seal the wound completely, preventing any other creatures from emerging from it.

Searing Plasma (All difficulties but LFR.): The Corruption coats the victim in the searing blood of Deathwing. The thick blood absorbs up to 450000 healing done to the target and causes the victim to cough up blood. The violent coughing periodically inflicts 12000 Physical damage every 10 sec.

Fiery Grip (All difficulties but LFR.): The Corrupton grips victims with a whip-like cord of plasma, stunning them for up to 30 sec. and inflicting 50000 Fire damage every 3.5 sec. The corruption must channel to maintain this effect, and players may break the channel by inflicting significant damage to the tentacle. This effect prevents players from being thrown off Deathwing's back.

Hideous Amalgamation

These unstable creatures are a patchwork of Elementium Armor fragments and pieces of the former Dragon's body held together by his molten blood.

Absorb Blood: The Amagamation absorbs nearby Corrupted Blood residue. The Amalgamation grows more unstable with each Residue absorbed, increasing its damage by 10% and attack speed by 10%. At 9 stacks it becomes superheated.

Superheated Nucleus: The core of the Amalgamation becomes critically unstable, causing it to inflict 35000 Fire damage to all enemies every 3 sec. If the players destroy the Amalgamation in this state, then it will trigger a Nuclear Blast.

Nuclear Blast: The superheated nucleus of the Amalgamation triggers a massive explosion, inflicting 375000 Fire damage to targets within 10 yds. This powerful blast pries up one of Deathwing's Elementium plates if it is within range.

Degradation: Destroyed Amalgamations degrade the maximum health of all enemy targets by -6%. This effect occurs regardless of the state of the nucleus and stacks up to 15 times.

Blood Corruption: Death: Deathwing's corruption courses through your veins. This corruption takes hold if it is not removed quickly, infecting the player with the Blood of Deathwing. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Earth.

Blood of Deathwing: The blood of Deathwing explodes violently from your veins, inflicting 875000 Fire damage to you and several other players.

Blood Corruption: Earth: A shadow of Neltharion courses through your veins. This corruption takes hold if it is not removed quickly, infecting the player with the Blood of Neltharion. When dispelled this effect jumps to a new target and can mutate into Blood Corruption: Death.

Blood of Neltharion: The barest hint of a shadow of the former Earth-Warder suffuses your blood. Damage taken from all sources is reduced by 10%. This effect can stack up to 3 times.

Corrupted Blood

These living globs of Deathwing's blood appear fragile, but leave behind an indestructible residue when killed.

Residue: Destroying a Corrupted Blood leaves behind an indestructible residue. It slowly creeps toward the nearest hole in Deathwing's Back where it reconstitutes into a new Corrupted Blood.

Madness of Deathwing

A warped mass of molten hatred and unfathomable power, this formless, mindless horror cannot be stopped. Whatever was left of Neltharion the Earth-Warder is long gone, his mind and soul corrupted and devoured by his Old God masters. All this monstrous being desires is destruction, annihilation, and the end of all things.

Stage One: The Final Assault

Deathwing assaults his enemies while attached to the platforms by his twisted limbs.

Assault Aspect: Deathwing searches for his next enemy to assault. Deathwing assaults the platform with the largest number of players and an attached limb.

Cataclysm: Deathwing attempts to finish the job he started by bringing forth a second Cataclysm, inflicting 1500000 Fire damage to all players.

Elementium Bolt: Deathwing creates an Elementium Bolt, sending it to the target platform.

Elementium Blast

If the Elementium Bolt reaches its destination, the bolt inflicts 468000 Fire damage to all players and an additional 25000 Fire damage every 1 sec for 10 sec. The damage decreases the further the player stands from the targeted location.

Corrupting Parasite: A Corrupting Parasite inflicts increasing Shadow damage periodically. When Corrupting Parasite's duration ends, the parasitel detachs from the player and causes a Parasitic Backlash. This inflicts 250000 Fire damage to players within 10 yards of the host.

Corrupting Parasite

After the Corrupting Parasite's duration ends, the parasite detaches from the host.

The Aspects

The Dragon Aspects assist in the fight against Deathwing. Each aspect channels Expose Weakness on their respective Limb Tentacle when Deathwing begins to cast Cataclysm. Expose Weakness increases the damage done to the Tentacle by 100%.
Each Aspect also channels Concentration after the players destroy their respective tentacle, preventing the Aspect from assisting the players with their presence and their special powers. The Aspects resume assisting the players when Stage Two begins.

Nozdormu

Time Zone: Nozdormu forms a Time Zone at the target location, causing the Elementium Meteor to lapse in time and decrease its travel speed dramatically upon entering the zone. Any enemy creatures within the Time Zone have their attack speed decreased by -50%.

(HC) In Heroic Difficulty the Time Zone slows the effects of Corrupting Parasite.

Alizabal, Mistress of Hate

The Kirin Tor imprisoned Alizabal in their formidable Violet Hold not long after corrupt magi summoned the shivarra into Azeroth. Despite arcane wards restricting her powers, the demon's malicious influence alone caused her guards to murder one another in sudden fits of rage. Her transfer to Baradin Hold prior to the Cataclysm has only aggravated the ruined prison's increasingly dire conditions.

Skewer: Alizabal skewers and stuns her current target for 8 sec. Skewer also inflicts 10000 Physical damage every 2 sec. and increases the target's damage taken by 150%.

Seething Hate: Alizabal incites Seething Hate in a random player, inflicting 200000 total Fire damage to all players within 6 yards of the target. The damage is split amongst all of the nearby players.

Blade Dance: Alizabal enters a Blade Dance and inflicts 12500 Physical damage every sec. to every player within 13 yards. The Blade Dance also deflects all incoming attacks.

4.3 Feature Highlights

If you haven't heard of transmogrification by now, you're a little behind the times. Announced this August, transmogrification allows players to transmogrify gear of the same type into similar gear. For example, if you want your Firelands' mace to look more like it was found in Ulduar, all you have to do is own one of each and let the transmogrifying magic begin!

There are some exceptions, of course. You can't wear white or grey items, certain vanity items are ineligible, and legendaries don't work. Read below for the official transmogrification announcement and be sure to check out our transmogrification tool!

You’ve been asking for it, and we were listening. In patch 4.3 you’ll be able to customise the appearance of your weapons and armor like never before. Visiting a Transmogrifier will present players with a new interface that will allow them to change the appearance of an item while retaining its original stats. This means that you can raid in your paladin tier 12 Immolation set, but look like you’re wearing Lightbringer, while priests can bring Benediction back – at least in spirit. Hunters can once again roam the jungles of Stranglethorn Vale in their tier 2 Dragonstalker set. You could even slip into the saucy tailored Black Mageweave set for that matter. You know, with the thigh-highs, and the little gloves, and the cute little… ahem.

Placing an item into the Transmogrifier interface will offer a preview of how the item will appear once the change is applied. However, not all item pairings are compatible with Transmogrification. In general, only items that have stats can be used in the transmogrification process. You must also be able to wear both items when using this service. Ethereals don’t have much in the way of ethics, but allowing someone to appear as if they’re equipping unusable items crosses the line. Similarly, they won’t allow you to change weapon or armor types. Sneaky death knights can’t make that breastplate look like a cloth robe, and you can’t make a one-handed axe look like a two-handed axe, or transform a sword’s appearance into that of a mace. Guns, bows, and crossbows will be the exception to this rule. You will finally be able to retain your dwarf’s racial gun bonus while appearing with all the splendor and elegance of a bow wielder (or at least the relative silence of one).

Placing items into the Transmogrify interface will increase the gold cost of the process, and clicking the Transmogrify button (assuming you have the necessary funds) will put the appearance change into effect. The process can be reversed by clicking the undo icon on each item, and then hitting the Transmogrify button once more to save the changes. Any item that’s transmogrified will have text indicating it’s been altered by the process for all to see, similar to the item tooltip callout for reforged items.

Transmogrification encourages players to hold onto items with sentimental or aesthetic value, and the Ethereals anticipate that personal bag and bank space will be at a premium now that everyone will be hoarding their frilly pantaloons and leather jerkins. In anticipation of this new demand for additional storage space, they’ll be introducing a unique Void Storage service. What’s Void Storage, you ask? We’ll provide more details soon.

Void Storage

Void Storage will open up 80 slots of long-term storage space.

Vaults will be located in Stormwind and Orgrimmar. They can be accessed by talking to Vaultkeepers.

Items that can be placed inside Void Storage include soulbound items and Battle.net Account Bound items. Simply drag and drop them into the bank. Stackable items cannot be deposited.

Of course, as the Vaultkeepers are Ethereals, there will be a price for depositing and withdrawing. This fee, displayed at the bottom of the screen, will change based on the amount of items moved. There is no additional fee to keep an item in Void Storage for a very long time.

Void Storage is not intended to be a second bank for frequently-used items. Therefore, any items placed in Void Storage will have all enhancements removed: enchants, gems, sockets, reforged stats. (So if you've got something like Power of the Scourge on tier 3 shoulders or Enchant Weapon - Mongoose on Warglaives, you probably don't want to put these in storage.)

A new search feature in 4.3 will allow players to quickly search their banks, bags, and Void Storage for elusive items. By typing the name of an item--or even a word--into a search box, your open inventories will be filtered, only displaying matching results.

Unlocking Void Storage costs and to deposit an item.

For the complete write-up of Void Storage by the blues, check out our newspost on Void Storage.

Legendary: Fangs of the Father

Rogues get a new legendary set in 4.3--perhaps to deal with all the melee balance problems in Firelands! Like the means of acquiring Dragonwrath, Tarecgosa's Rest, rogues will obtain this legendary through a series of quests interspersed with looting fragments from raid encounters. The quests reference signature abilities for Rogues such as stealth and pickpocketing, as well as major lore figures.

ItemsRogues obtain a pair of daggers while questing early on; this set is upgraded as the player becomes more embroiled in the storyline. Each set also comes with a proc that also becomes more powerful as the set improves.

Quest SeriesFor background: check out the quest series in Badlands covering Rheastrasza, the ambitious red dragon who acquired a black dragon egg and magically purified it, cleansing it of the Black Dragonflight’s corruption. This legendary questline covers the fate of the purified egg and introduces the enigmatic Black Prince, Wrathion--in a storyline taking the enterprising rogue to Dragon Soul, Karazhan, Ravenholdt Manor, and much more in the process.

Patriciderewards Golad, Twilight of Aspects and Tiriosh, Nightmare of Ages

Vanity ItemsWe covered some of the vanity items from the Darkmoon Faire in the mini-guide, but here's the full list of new mounts, pets, and TCG items. If you go to the individual pages for each item, you'll be able to view them with our 3-D Model Viewer!

The New Darkmoon Faire

The new Darkmoon Faire is filled with quirky details, fun games, and lots of vanity items for all tastes. Attractions include:

Purchasable Replica Dungeon Tier--meaning you can transmogrify your armor into Dungeon Set 0 and .5 tier from vanilla (and without class restrictions too!). These sets had been removed in Cataclysm and were unobtainable for a while.

Numerous new mounts and pets.

A large-scale PvP arena bloodbath.

New quests tied to mini-games as well as professions-related quests: completing these will grant Darkmoon Prize Ticket which can be used to purchase vanity items and transmogrification gear.

The Faire is still accessible for only one week per month. Talk to NPCs in capital cities to be ported to the Faire's old location. Step through the portal to be taken to the completely new island and ride a bit through the woods before discovering the Faire at the bottom of the hill.

The Faire has a bunch of mini-games and related quests, such as the Human Cannonball, Ring Toss, and Whack-a-Gnoll. To play, you'll need to get Darkmoon Game Token, found in Sack o' Tokens and Pouch o' Tokens purchased from Game Vendors located around the Faire. Upon successfully completing quests, you will receive Darkmoon Prize Ticket, useful for buying vanity gear. There are also profession-related quests that grant skillups, as well as items that can be looted from 5-man bosses that start Faire quests as well.

The Deathmatch Pavilion is a large-scale arena event in the style of the Gurubashi Arena. Players compete to loot a spawned chest and eventually complete a trinket, Master Pit Fighter.

There are some amazingly fun vanity items--which we cover in the following tabs.

The revamped event introduces several quests for professions; one quest for each profession actually.

Once each month you get to help out at the Faire by offering your professional services to several quest givers. In return, you gain +5 skill points at the profession you complete the quest for, as well as some tokens and reputation. A little achievement, Faire Favors awaits you if you have been industrious with all your professions and perform services successfully.

Heirlooms & Replica Armor PrizesIt's obvious that this area was the most crowded on the PTR. Besides Daenrand Dawncest, an heirloom vendor, the main attraction was Barum and Baruma, who sold BoE replicas of removed vanilla dungeon gear! The replica dungeon gear costs 55 or 75 Darkmoon Prize Ticket, depending on the item.

Achievements

There's been a lot of achievements added in 4.3, specifically under Dungeons & Raids and World Events. Check out the achievements for the Dragon Soul meta drake, the new Darkmoon Faire, and the new 5-player dungeons. Unlike recent meta drakes, it seems the Dragon Soul one is reverting back to the Ulduar model--of having to kill the final boss on heroic mode to complete the achievement.

Don't Stand So Close to Me: Defeat Morchok in Dragon Soul on Normal or Heroic Difficulty without any two players (three players on 25-player mode) ever being within 5 yards of each other while Morchok is channeling Black Blood of the Earth.

Taste the Rainbow!: Experience the following color combinations, and then defeat Yor'sahj the Unsleeping on Normal or Heroic Difficulty. Black and Yellow

Black and Blue

Red and Green

Purple and Yellow

Ping Pong Champion: Bounce the Void of Unmaking 10 times off of players, and then defeat Warlord Zon'ozz on Normal or Heroic Difficulty.Holding Hands: Destroy the final Crystal Conductor during Hagara's lightning phase on Normal or Heroic Difficulty, while all raid members are part of the final Lightning Conduit.Minutes to Midnight: Defeat Ultraxion in Dragon Soul on Normal or Heroic Difficulty without any raid member being hit by Hour of Twilight more than once.Deck Defender: Defeat Warmaster Blackhorn on Normal or Heroic Difficulty without allowing any Twilight Barrages to damage the Skyfire.Maybe He'll Get Dizzy...: Defeat the Spine of Deathwing encounter on Normal or Heroic Difficulty after tricking Deathwing into performing the following roll sequence: Left, Right, Left, Right.Chromatic Champion: Destroy Deathwing in Dragon Soul on Normal or Heroic Difficulty after beginning the encounter on each Aspect's platform:

Lazy Eye: Defeat Peroth'arn in Well of Eternity on Heroic Difficulty without any party member being detected by an Eye of Peroth'arn.

Moon Guard: Engage the Echo of Tyrande in End Time on Heroic Difficulty after surviving her Shadow Gauntlet without allowing the party's healer to take any damage.

That's Not Canon!: Defeat Mannoroth in Well of Eternity on Heroic Difficulty after dealing enough damage to Mannoroth while Varo'then is still alive to cause him to sacrifice Varo'then to heal himself.

Realm First! Deathwing: First guild on the realm to defeat Deathwing in Dragon Soul on Heroic difficulty while in a guild group.

Professions

It looks like Alchemists don't have anything new and exciting--there were some datamined transmutes on the PTR, but nothing came of it.

Archaeology received a buff--you get more fragments per survey now.

Blacksmiths can craft new ilevel 397 plate armor like Foundations of Courage with materials from the new Dragon Soul raid. The plans for these also originate from there. There are two new ilevel 377 PvP armor sets.

Scribes can craft a new glyph for priests: Glyph of Shadow; and they have new skills for crafting ilevel 377 PvP relics.

Jewelcrafters can now directly purchase or discover designs from Tome of Burning Jewels for cutting epic gems. They also have some designs for vanity items as well ilevel 377 PvP necklaces and rings.

Like blacksmiths, leatherworkers can get new plans for ilevel 397 leather/mail armor from Dragon Soul, like Bladeshadow Wristguards. Extinct plans for some low level sets also are being re-introduced. On top of that, there is also new ilevel 377 PvP leather/mail gear.

Tailors can also get the plans for new ilevel 397 cloth armor in Dragon Soul, as well as the plans for new ilevel 377 PvP cloth armor.

New crafting materials, in particular epic gems, can be obtained by purchasing geodes from vendors within Dragon Soul.

Comments

Comment by Whackadoo

If i have Transmogrified an Item, and loot another. Will i have to Transmogrificate agin?

Comment by Adamsm

on 2011-11-29T13:51:09-06:00

If i have Transmogrified an Item, and loot another. Will i have to Transmogrificate agin?

Yes.

Comment by wMwl

on 2011-11-29T13:59:18-06:00

Wow, amazing work. Thanks

Comment by SofieSTARR

on 2011-11-29T14:17:27-06:00

Is Valor being reset tomorrow or keeping what we have? :( I guess my vote is reset.

Comment by Ashelia

on 2011-11-29T14:34:20-06:00

Is Valor being reset tomorrow or keeping what we have? :( I guess my vote is reset.

Valor is always reset, it becomes justice points.

Comment by Nerraw

on 2011-11-29T14:56:14-06:00

I really like the overview video you guys did, nice work. Short and to the point with enough information about each feature but without making it boring with overly many details.

Comment by JacobFaulkner

on 2011-11-29T14:59:25-06:00

Yes, thanks for putting this information out there; it's nice to know in advanced and you've covered every topic via short, to the point information, grouped for the specific topic. Well done guys :D

Comment by Iroared

on 2011-11-29T15:44:13-06:00

3:55 - 12th arena season wth?

Comment by pain799

on 2011-11-29T15:58:24-06:00

its nice to know that season 11 gear will for the most part not resemble season 10 or 9 gear.

Comment by Rankkor

on 2011-11-29T16:31:30-06:00

I've yet to see anywhere what is the COST of transmogrifying anything.

And I've seen 4 different guides about it. (Wowhead's MMO-champ's Wowpedia's and the Official one) and neither mention this very important aspect.

I'll have to wait probably a week before I can get back in the game though =/ bummer.

But at least that will mean I wont partake on the massive crash/lags/bugs that are probably creeping up.

Comment by Rankkor

on 2011-11-29T16:31:30-06:00

I've yet to see anywhere what is the COST of transmogrifying anything.

And I've seen 4 different guides about it. (Wowhead's MMO-champ's Wowpedia's and the Official one) and neither mention this very important aspect.

I'll have to wait probably a week before I can get back in the game though =/ bummer.

But at least that will mean I wont partake on the massive crash/lags/bugs that are probably creeping up.

Comment by Nevalistis

on 2011-11-29T16:31:51-06:00

A blog on the policies surrounding the new 4.3 features was put up earlier this morning. Might be worth including here. >^.^<

Comment by Ashelia

on 2011-11-29T17:23:22-06:00

I've yet to see anywhere what is the COST of transmogrifying anything.

And I've seen 4 different guides about it. (Wowhead's MMO-champ's Wowpedia's and the Official one) and neither mention this very important aspect.

I'll have to wait probably a week before I can get back in the game though =/ bummer.

But at least that will mean I wont partake on the massive crash/lags/bugs that are probably creeping up.

It's like 15-25g, same as reforging.

Comment by Rankkor

on 2011-11-29T17:46:07-06:00

I've yet to see anywhere what is the COST of transmogrifying anything.

And I've seen 4 different guides about it. (Wowhead's MMO-champ's Wowpedia's and the Official one) and neither mention this very important aspect.

I'll have to wait probably a week before I can get back in the game though =/ bummer.

But at least that will mean I wont partake on the massive crash/lags/bugs that are probably creeping up.

It's like 15-25g, same as reforging.

thanks xD curiosity was killing me, because the first intial cost was really horrible. 100g per item? that's almost stealing.

Comment by kop1892lfc

on 2011-11-29T19:00:23-06:00

Blood knight level 60 pvp gear can't be transmog... /facepalm.

Comment by Nevalistis

on 2011-11-29T19:16:43-06:00

Currently, none of the level 60 pvp gear is eligible for Transmogrification. I believe that's being worked on.

Comment by decibal

on 2011-11-29T19:26:08-06:00

Am I the only one who picked up on the following two comments in the video: "Transmoging can only be done with gear that has stats" "gear you can buy at the darkmoon faire that has no stats, the primary purpose of which is for transmoging"

Comment by AkimboYojimbo

on 2011-11-29T20:24:28-06:00

This is a fantastic overview that I'll probably be picking through for a few hours.

And since somebody has to be that guy, Veil of Darkness under Archbishop Benedictus' loot table links to Veil of Lies.

Comment by Woodrun

on 2011-11-29T21:07:20-06:00

Great great overview video. I cant wait to jump into the LFR and the new dungeons.

Comment by Pandorajade

on 2011-11-29T22:33:40-06:00

Will pyrite bring more epic gems when you prospect it,or will it be the same as now?